v3.1.0: Fixed metamorphed aggro barrier using old logic
This commit is contained in:
committed by
Evan Debenham
parent
b2dfcb9500
commit
6512c8b8cd
@@ -1392,9 +1392,10 @@ public class Hero extends Char {
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if (heroClass != HeroClass.DUELIST
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if (heroClass != HeroClass.DUELIST
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&& hasTalent(Talent.AGGRESSIVE_BARRIER)
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&& hasTalent(Talent.AGGRESSIVE_BARRIER)
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&& buff(Talent.AggressiveBarrierCooldown.class) == null
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&& buff(Talent.AggressiveBarrierCooldown.class) == null
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&& (HP / (float)HT) < 0.20f*(1+pointsInTalent(Talent.AGGRESSIVE_BARRIER))){
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&& (HP / (float)HT) <= 0.5f){
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Buff.affect(this, Barrier.class).setShield(3);
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int shieldAmt = 1 + 2*pointsInTalent(Talent.AGGRESSIVE_BARRIER);
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sprite.showStatusWithIcon(CharSprite.POSITIVE, "3", FloatingText.SHIELDING);
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Buff.affect(this, Barrier.class).setShield(shieldAmt);
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sprite.showStatusWithIcon(CharSprite.POSITIVE, Integer.toString(shieldAmt), FloatingText.SHIELDING);
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Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f);
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Buff.affect(this, Talent.AggressiveBarrierCooldown.class, 50f);
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}
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}
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